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我正在尝试修改取自 GamePlay3d 样本的着色器“textured.vert”,但出现以下错误:

错误:0:108:'':语法错误不正确的预处理器指令
错误:0:108:'':语法错误意外标记遵循预处理器指令 - 预期换行
错误:0:112:'':语法错误不正确的预处理器指令
错误: 0:112: '' : 预处理器指令后面的语法错误意外标记 - 需要换行符
ERROR: 0:120: '' : 语法错误不正确的预处理器指令
ERROR: 0:120: '' : 预处理器后面的语法错误意外标记指令 - 需要换行符

编辑:如果还原前 12 行,它可以工作!:

#ifndef DIRECTIONAL_LIGHT_COUNT
#define DIRECTIONAL_LIGHT_COUNT 0
#endif
#ifndef SPOT_LIGHT_COUNT
#define SPOT_LIGHT_COUNT 0
#endif
#ifndef POINT_LIGHT_COUNT
#define POINT_LIGHT_COUNT 0
#endif
#if (DIRECTIONAL_LIGHT_COUNT > 0) || (POINT_LIGHT_COUNT > 0) || (SPOT_LIGHT_COUNT > 0)
#define LIGHTING
#endif

修改后的shader代码:

#ifndef DIRECTIONAL_LIGHT_COUNT
#define DIRECTIONAL_LIGHT_COUNT 0
#endif
#if (DIRECTIONAL_LIGHT_COUNT > 0)
#define LIGHTING
#endif

///////////////////////////////////////////////////////////
// Atributes
attribute vec3 a_position;

#if defined(LIGHTING)

#if defined(BUMPED)
attribute vec3 a_tangent;
attribute vec3 a_binormal;
#endif

#endif

///////////////////////////////////////////////////////////
// Uniforms
uniform mat4 u_worldViewProjectionMatrix;

#if defined(LIGHTING)
uniform mat4 u_inverseTransposeWorldViewMatrix;

#if defined(SPECULAR)
uniform mat4 u_worldViewMatrix;
#endif

#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
uniform vec3 u_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif

#if defined(SPECULAR)
uniform vec3 u_cameraPosition;
#endif

#endif

#if defined(TEXTURE_OFFSET)
uniform vec2 u_textureOffset;
#endif

///////////////////////////////////////////////////////////
// Varyings
varying vec3 v_texCoord;

#if defined(LIGHTING)

#if !defined(BUMPED)
varying vec3 v_normalVector;
#endif

#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif

#if defined(SPECULAR)
varying vec3 v_cameraDirection;
#endif

#include "lighting.vert"

#endif

void main()
{
    vec4 position = vec4(a_position, 1.0);
    gl_Position = u_worldViewProjectionMatrix * position;

    #if defined(LIGHTING)
    vec3 normal = a_position;
    // Transform the normal, tangent and binormals to view space.
    mat3 inverseTransposeWorldViewMatrix = mat3(u_inverseTransposeWorldViewMatrix[0].xyz, u_inverseTransposeWorldViewMatrix[1].xyz, u_inverseTransposeWorldViewMatrix[2].xyz);
    vec3 normalVector = normalize(inverseTransposeWorldViewMatrix * normal);

    #if defined(BUMPED)

    vec3 tangent = a_tangent;
    vec3 binormal = a_binormal;
    vec3 tangentVector  = normalize(inverseTransposeWorldViewMatrix * tangent);
    vec3 binormalVector = normalize(inverseTransposeWorldViewMatrix * binormal);
    mat3 tangentSpaceTransformMatrix = mat3(tangentVector.x, binormalVector.x, normalVector.x, tangentVector.y, binormalVector.y, normalVector.y, tangentVector.z, binormalVector.z, normalVector.z);
    applyLight(position, tangentSpaceTransformMatrix);

    #else

    v_normalVector = normalVector;
    applyLight(position);

    #endif

    #endif

    v_texCoord = position;

    #if defined(TEXTURE_OFFSET)
    v_texCoord += u_textureOffset;
    #endif
}
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1 回答 1

2

问题是,您在 lighting.vert 中使用常量 SPOT_LIGHT_COUNT 和 POINT_LIGHT_COUNT

例如lighting.vert:46

#if (POINT_LIGHT_COUNT > 0)

当 POINT_LIGHT_COUNT 无法替换时将无法编译。

您可以像在原始文件中那样定义这两个常量,也可以在 lighting.vert 中清理对它们的引用

于 2014-10-19T19:33:45.613 回答